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KotH Frostbite

Discussion in 'Map Factory' started by shadowslasher11, May 15, 2014.

  1. shadowslasher11

    aa shadowslasher11

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    [​IMG]

    Welcome to The Mountain Pass Station! Beware of the frostbite causing temperatures here.

    We supply all of Mann Co with it's goods of Weapons, Crates, and Hats from coast to coast. Be wary of the trains as you step out onto the loading platforms, they will not stop for you!

    -Map is made by shadowslasher11X, do not upload to other websites without permission. Ask before decompile. Thank you.
     
    Last edited: Jun 3, 2014
  2. puxorb

    aa puxorb L69: Emoticon

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    Sweet! I love how this looks already.
     
  3. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    That's alot of detailing for an alpha. You might want to think about just blocking things out next time, as small details make it more difficult to make large layout changes.
     
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  4. shadowslasher11

    aa shadowslasher11

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    I have a weird way of mapping, I'll normally do a few versions, if I don't like it, I'll scrap it. Then there are times like these where the original map was all blocks and I scrap the original, but slowly go through the process of looking at what needed improving.

    This one by far aims for what I was looking for in a map like this. And it seems to fit the tf2 feel I was going for.

    Besides, working around large layout changes has never been a huge issue to me. It's the smaller parts that drive me nuts.
     
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    One thing you might want to do is use red/blu dev textures instead of orange for very easy readability. Right now its easy to get turned around and go the wrong way.
     
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  6. shadowslasher11

    aa shadowslasher11

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    The floors of the buildings are actually marked, only thing is you can't see them due to the whole...lack of indoor lighting thing atm...
     
  7. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Thats fine, but you really might want to consider doing it to the front faces of the exterior buildings. Map readability is key, more-so than ever since player readability has diminished a bit in the past few years.
     
  8. Grizzly Berry

    aa Grizzly Berry

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    Wowzas, looks like you've put a lot of work into this map. Hope it plays well! Looks interesting, so I'm definitely looking forward to playtesting this.
     
  9. shadowslasher11

    aa shadowslasher11

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    Updated to Indev_2.

     
  10. shadowslasher11

    aa shadowslasher11

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    Updated to Indev_3.

    Pics:
    [​IMG]
    [​IMG]
    [​IMG]
     
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  11. shadowslasher11

    aa shadowslasher11

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    Good news, if I might be able to get this map out for this weekend's game day. The lighting is decent enough to where players can see what's happening, and both spawns are finally setup.

    Just need to add a few clip textures, and we should be good to go. :)
     
  12. shadowslasher11

    aa shadowslasher11

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    Alright ladies and gentlemann's, it is officially up, the first Alpha version of koth_frostbite. Let's see how much crap you can nail me with. lol
     
  13. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Here's where I'd put hint brushes. I'm not 100% sure these are the best spots, but they are a start.

    The big purple square is more/less either a skybox block over the building, or a large hint brush (I would suggest using the skybox).

    Remember to make the hint brushes with SKIP texture first, then apply the hint texture on just 1 face (I would say mostly the faces that are facing the point).

    For the one that is just flat with the point area, you can just make that straight across and Z-fight with the plan, it won't affect anything (as, it's getting cut anyways).

    Don't forget to add in those area portals too.

    [​IMG]
    [​IMG]

    PM me if you have any questions.
     
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  14. puxorb

    aa puxorb L69: Emoticon

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    This map needs some optimization. Almost the entire level is rendering at all times...

    [​IMG]
     
  15. Pocket

    aa Pocket func_croc

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    From the looks of things, Badlands is the map you want to look to for optimization inspiration; it's got the same "lots of buildings with big spaces in between" thing going on. But I'd recommend starting with skybox brushes stretching from the roofs to the "ceiling"; that would probably take care of a lot of the large buildings that aren't blocking the view behind them.
     
  16. shadowslasher11

    aa shadowslasher11

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    I really don't know if I want to finish this or not...I got some optimization with Area Portals working, but everyone's 2nd complaint other than FPS is the long range areas, something I'm not willing to change. Along with the large area...speaking of which, why the hell is everyone always so picky about stuff?

    I got tired of the norm of small KOTH maps, wanted something a bit more open for Demo's, Soldiers, Scouts and Snipers. I wanted to nerf Engi down to a battle format where they'd be more willing to set up teleporters and use mini-sentries at midpoint. Heavies and Medics need to plan out ubers efficiently, to get the most effect out of them.

    So why the hell do people always expect the same formula over and over again. Does no one want to try a little something new every now and then?

    "Big area", Adapt dammit! You can't always expect the same situation all the time, and it gets boring if you're prepared for those same situations all the time. People need to be challenged when it comes to gameplay, because there has not been much of a change to how TF2 maps play in nearly 3 years.

    CP maps normally have 2 holding points. (Per Map)
    PL(R) does the same, cept it's more than 2 oftenly.
    KOTH has 1 holding point, and that's right outside the room.
     
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    Last edited: Jun 3, 2014
  17. ManBeaR

    ManBeaR L2: Junior Member

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    Well, koth means king of the hill, so moste of the action is suppused to be on the "hill" (in a metaphoric way, of course). Having large areas doesn't really make more holding points, it just spreads the battle more out. In the end you will probably get maps like hightower or doomsday, not at all saying those are bad maps, but they generally plays out kinda goofy.
     
  18. TheBestUsername

    TheBestUsername L4: Comfortable Member

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    Hm. That circular door in your fourth screenshot looks really awkward and cramped. You might want to reconsider your approach to that area.

    Also, I think what ManBeaR means to tell you is that, if you design your map the way you're intending to, you'll end up with a "deathmatchy" sort of level where players generally tend to ignore their objective and just focus on killing each other. That's not necessarily a bad thing (Hightower will always be my number one favorite map), just keep in mind that if your map turns out that way, it will probably be better suited to pubs than comp play (again, not a bad thing, just something you might want to be aware of).
    I should point out that I don't know if ManBeaR is correct in his assumption or not; I meant only to provide you with some information, not to tell you what you should or shouldn't do with your map.

    I agree with you about people being a little too focused on tradition in their maps (especially in the case of 5cp push maps, there's just so much more you could do with Control Points than that), but in the case of KoTH I feel that it is supposed to be small so that all attention is directed towards the central point. I don't think your problem is size so much as openness, however, but I could be wrong. Why don't you put this in a GameDay and we can see if your map works well or not?
     
    Last edited: Jun 6, 2014